//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"

#include "SMAA_Params.glsl"
#define SMAA_INCLUDE_VS 0
#define SMAA_INCLUDE_PS 1
                
#include "SMAA.glsl" 
      
uniform sampler2D sceneTex;
uniform sampler2D blendTex;


in vec4 hpos;
in vec2 uv0;
in vec4 offset;   
                
out vec4 OUT_col;
                                                       
void main() 
{                                    
   //OUT_col =  vec4(texture(blendTex, uv0.xy));     
  OUT_col= toLinear(SMAANeighborhoodBlendingPS(uv0, offset, sceneTex, blendTex));
} 

